State of Decay cover
State of Decay screenshot
PC X360 Steam
Genre: Shooter, Role-playing (RPG), Simulator, Strategy, Adventure

State of Decay

Bonus Notes, 11/5/2013

Hey, why not, patching's free ;)

[B][U]Graphics[/U][/B]
-tone down vehicle headlights
-change default resolution to 1024x768

[B][U]Keybindings[/U][/B]
-sneak was moved to (C)
-roll was moved to (LCTRL)
-leapfrog and suplex hints updated

[B][U]Bugs[/U][/B]
-fix stealth kill
-fix lightbar ontop of cop car
-fixed unresponsive map scrolling when using a controller
-localization for most of the missing strings

[B][U]Changes[/U][/B]
-allow finer grain adjustment of mouse sensitivity

Notes, 11/5/2013

Welcome to the official launch day... or as you Early Access guys would call it, just another patch day :)

Remember, this will not be the last patch ever, just because we're calling this a launch. The next patch in a few weeks will feature mouse accel changes, key remapping, and more. But this patch is no small potatoes! Eat up:

[B][U]Keybindings[/U][/B]

-Siren key added (LCTRL)
-Execute key added (Z)
-Roll key added (C)
-Emote keys added (1, 2, 3, 4)
-Social key added (CAPS)
-Radio works in cars (LALT)
-Drop rucksack button added (X)
-Firemode key added (space)

[B][U]UI[/U][/B]

-Full keyboard/mouse support on map
-Keyboard/mouse controls screen
-Updated buttons on leaderboard
-Proper control icon in journal
-Proper autosave warning
-Intro movies now play if you have a dual monitor setup
-"Revert to defaults" now affects just the menu you reverted on
-The journal doesn't display when entering/exiting the steam overlay
-When the steam overlay is active, the game is now paused (YIPPEE)

[B][U]Graphics[/U][/B]

-Window'd mode works better
-Rucksack now displays when it's dropped
-Removed halo around character in med and max spec
-Removed extra darkening in med and max spec
-Toned down the bloom
-Car headlight flares now only display in the direction towards the camera

[B][U]Bugs[/U][/B]

-Fixed inadvertent controller deadzone application in mouse code
-Fixed selectable UI text
-Fixed specialization details info bug
-Move while aiming (when a controller is plugged in)
-Fix for controller prompt while surveying
-Fixed missing couch in the Wilkerson's farmhouse
-Fixed death flashing in Ultra spec

Notes, 10/31/2013

Changes

- Increased zombie variety
- Adjusted mouse sensitivity range
- Make car door kills more reliable
- Constraint to supported resolutions in windowed mode
- Reduced shadow artifacts
- Switched to 'tab' and 'z' for left bumper and right bumper in the UI
- Substituted all hints and help text for PC keys
- Switched center prompts to PC keys

Fixes

- Fixed white zombie
- Fixed jumpy mouse
- Fixed button prompt when searching
- Fixed 'clicking on esc deletes my save'
- Fixed wrong button for dropping rucksack
- Fixed issues highlighting melee weapon display
- Fixed some mouse hover states

While we WILL continue to patch and improve the game after we officially go into "full release" next Tuesday (and I've got a thread asking for your top three hoped-for changes between now and then), I am especially eager to find and fix any text problems (controls/loc/otherwise) between now and the Tuesday patch. So if you can leave a note with any you find, I'll pass 'em along. That's assuming Zip and Chris don't spot your posts themselves; they have both been lurking.

Notes, 10/28/13


Please note! Mouse updates didn't make it into this version. Those are still in progress and will hit the next patch.


[B][U]Short and Sweet, TLDR version:[/U]

· Edge weapon tuning

· Physics improvements (gravity and vehicles like each other more)

· ATI card optimizations

· Tons of Keyboard/Mouse improvements[/B]



[B][U]Nitty Gritty Details:[/U][/B]

· Fixed a bug that could incorrectly set your fame to an inflated amount

· Localization drop implemented (has to do with something that only affected our translated versions)

· Added Home Menu details hitbox for mouse

· Attempts at center camera on character's facing direction in certain spawn situations

· Slight improvements to poke through windows

· Fixed issue where Feral would not die if set on fire while laying down after a big hit reaction

· Updated low slice to hit weapon durability 2x instead of 1x

· Updated to allow the Double Kill move to be performed on screamers, as they do have the appropriate animations

· Decreased stockpile cost to 2 when creating homemade painkillers

· Updated two radio scenes to ensure the survivor being cast is not away or on a mission

· Addressed some inconsistencies with the Alamo base's barb wire

· Propane tank explosion damage now has the appropriate area effect

· Fixed a memory leak on shutdown

· Improved gravity on PC to better match what it was on the Xbox 360 (Note: For technical reasons, the PC and Xbox 360 will have some differences in gravity. This is as close as we can make it.)

· For some reason we didn't like both left and right smart quotes in text. Now we do.

· Performance optimizations

· Massive UI update. Keep reading.

· V2 mouse keyboard

o hover to select on events, click for details

o click to choose facility, click to activate details

o hover to select on facility actions, click to build

o hover to select on assets, click for details

o hover to select on conversation, click to choose

o fix bugs with focus when screen refreshes

o fix the empty slot facilities menu mouse control

o PC input prompts in UI (notifications, pause, frontend, journal)

o highlight on hover

o removed a to select from conversation (click to choose)

o switched to ,/. instead of tab/shft-tab for lb/rb

o PC UI updates

o fixes to hover states

o better switching to keyboard and back

o fix for exiting leaderboard with keyboard

o fix for highlight when switching to home actions menu

o fix button prompt when searching

o Please thank our overworked and underrepresented Gronk for art support

Short Notes, 10/21/13

Just two right now:

- Fixed an issue where we were inadvertently flagging props (that still had resources in them) as "already searched."
- Fixed a bug where we were forcing all languages to English


Those were the easy ones to fix in the midst of chaos. We're still investigating mouse acceleration, weirdness with save games (and other loot issues), and more interface tuning. Stay tuned for more progress this week, barring the unforeseen.

Bonus Notes, 10/18/13

- Fixed an issue where save files wouldn't load (if you have enclaves who are trying to claim another enclaves building).

And while we were at it:

- Added in container mouse/keyboard support

Notes, 10/18/13

We are looking forward to your feedback, so we can patch again _next week_ with your comments in mind.


[B][U]New features:[/U][/B]

[B]First pass mouse and keyboard UI interactions[/B]

o Keyboard mapping is the same. Primary difference is that you can now use the mouse to click on any elements you would have WASD’d and Spacebar or used the buttons for before. In practice, this means that you can control all UI except for containers using only the mouse. Container UI coming in the next patch.

Here is a personal note from Chris, one of the programmers working on the interface:

[I][B]One of the nice things of the current setup is that you could swap between controller and mouse/keyboard on the fly - we chose to feature that.

To leverage existing resources to get results as fast as possible, we mapped mouse controls onto the UI we have today.

From there, we're going to pick off and attack the areas that could use mouse specific love and iterate. As such, this model is considered a rough first pass - we're already hard at work on the next revision - using hover more to streamline, for example. Once we land on keybinding and approach - we'll swap the buttons for their appropriate icons.

We'd love feedback![/B][/I]

For more information, please see the slideshow located here: http://undeadlabs.com/2013/10/news/patch-for-steam-first-pass-at-interface-making-mouse-awesome/

[B]4:3 and 16:10 support.[/B]

o We had an option for 16:9 and 4:3; now an option for 16:10, 16:9, and 4:3

[B]Support for more popular monitor resolution as per steam hardware survey[/B]

o Changed them to the most popular on steam hardware survey. There is no longer 2160p.


[B][U]Bug fixes:[/U][/B]

· Fixed a bug causing a player to lose their ammo on mg's with 100 round capacity.

· First pass on some UI alignment

· Sound volume balancing across the game

· Retuned loot distribution when starting a new game.

· Fixed an issue with the Leaderboards showing incorrect data

· Aligned aiming reticle UI

· Fixed an issue where mouse calls were being dropped

· Better mouse aiming [I][B](note from Sanya: Am nominating this for understatement of the year award)[/B][/I]

· Addressed an issue that could occur with some SLI enabled machines

[B][U]Known Issues[/U][/B]

Display settings - Currently there is no way to preview the setting options without committing on selection change.

Gameplay - Still no binding to change firemodes on weapons where it should be available. Must use controller

[B][U]Keys[/U][/B]

[B]On Foot[/B]

Movement: WASD
Camera: Mouse
Sprint: LShift
Defend/Stealth: LCtrl
Interact: E
Cycle Items: Mousewheel (need alt for no wheel — suggestion below)
Use Current Item: F
Reload Gun: R
Light: T
Melee Attack: LMB
Aim Gun: RMB
Shoot Gun: LMB
Zoom/Switch: Q

[B]In Vehicle[/B]

Accelerate: W
Brake/Reverse: S
Steering: A/D
Camera: Mouse (not working)
Emergency Brake: Space
Door Attack: LMB
Headlights: T
Horn: Q
Get Out: E

[B]Menus[/B]

Open Pause Menu: Esc
Open Journal: Tab
Open Radio: LAlt
Open World Map: M
Move: Mouse
Zoom: Mousewheel (need alt for no wheel)
Place Waypoint: LMB
UI Navigate: WASD
UI Select/Accept: Space
UI Back/Cancel: Esc

[B]And for the UI:[/B]

A = space
B = escape
X = q
Y = e
rb = tab
lb = shift+tab
move = wasd
scroll = wheel


###

Okay, ladies and gentlemen, tear it up :D

Notes, 9/26

* made the game less dark
* fixed single core (and machines set to single core mode) game not working (aka "black screen")
* fixed radio on left alt button

There are other black screen issues, but we're hammering away on them. Try reducing your resolution, playing in windowed mode, updating drivers, verifying files, and rebooting after a patch/fresh installation. All of these things have "solved" the black screen issue for your fellow players, so they could get into the game while we work on more permanent solutions.

The last note should not be taken as evidence that we're ready to take the controller-only label off the game. It SHOULD be taken as evidence that we are watching you all make the keyboard work in spite of itself, and we want to make the waiting for the real deal a little easier on you.

Note for 9/24/13

* add a confirm dialog when deleting an existing save

* fix achievements


Secret note to players: There was supposed to be more. Worked in testing. Did not work on live. Sorry to get your hopes up :/ We decided it was best to go ahead with this useful and oft-requested feature since it was done, even though a one-note patch is slightly embarrassing.

Second secret note written an hour after the first note: Fixing achievements was a matter of flipping a switch. However, there was a discrepancy between our tests and the live build, so we removed the note. Thanks to you, the discrepancy is now resolved and the note is back. There are no other changes, and I took out no other notes.

Version 13.09.20.5810 Notes

We wanted to hit some things before the weekend

* fixed missing dialog
* fixed leaderboard crashes
* reduced motion blur
* fixed waypoint arrows
* fixed map labels clipping
* fixed French localization